Avatar

AGM

AGM

About

Username
AGM
Joined
Visits
1,157
Last Active

Comments

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782532#Comment_1782532

    Potential is a dangerous word when it comes to designing perks. I think a better way would be to give it the work like Dead Man's Switch and making it consistently and reliably silence skill check warnings for a period of time. It won't have the same effect of gluing survivors to their generators as Dead Man's Switch does but at least you won't have to worry about losing your snowballing progress due to the hex being cleansed or survivors hitting great skill checks

    I actually like that idea a lot. A timer system would definitely be more consistent. What do you think the activating condition should be?

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782506#Comment_1782506

    Problem is, skill checks pop up pretty often while hooks don't. Plus your idea would just turn Huntress' Lullaby into an inferior PGTW since it has the same requirements with a lesser effect on gens.

    You're not wrong, but with the extra regression from failed skill checks it has the potential to regress more gen progress than a pop. How about 3 tokens per hook?

  • @Saltjar34 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1782506#Comment_1782506

    Problem is, skill checks pop up pretty often while hooks don't. Plus your idea would just turn Huntress' Lullaby into an inferior PGTW since it has the same requirements with a lesser effect on gens.

    You're not wrong, but with the extra regression from failed skill checks it'd have the potential to regress more gen progress than a pop. Perhaps 3 tokens per hook then?

  • Honestly I'd love a Re:Zero chapter. The unsettling horror elements of that anime are really unlike anything I've ever seen. The survivor would obviously be Subaru, but there are a few options for the killer. Any of the archbishops of sin could work, especially Petelgeuse or Regulus (both who Subaru had fought and won against), but even Capella or one/all of the gluttonies could work as well. Capella especially does some really messed up stuff to people.

    I honestly can't think of any other popular anime with horror elements that would really fit dbd in theme and tone.

  • @Withered8 said:

    This would literally just be another remember me and we all know how good thst perk is.

    I think it should just not be a hex perk, maybe it’d be better then.

    I'd be okay with it not being a hex only if there is some other way to reduce stacks. A 5 stack lullaby can definitely be a game changer. What if it was token based in a way where every hook gave you two tokens, and so the next two skill checks would consume a token but be silent?

  • I could def see Myers, Clown, and Demo needing a modest buff, and Spirit and Slinger needing more counterplay, which would inevitably be a nerf from where they are now, so I'd buff them in other ways to compensate.

  • @RepostRiposte said:

    Wow, an actual good idea that would better implement existing mechanics, reduce the ever-increasing grind, and encourage being kind to others.

    This concept isn't going anywhere.

    Thanks for complimenting my idea. I hope at the very least @Peanits sees it and passes on to the right people for consideration. I'd really love to help change the perception some people have that "the dbd community is toxic" into something more positive, and I think this could be a good step in that direction.

  • I'm glad old MoM is gone, but new MoM is too hard to use without throwing the game. As others said, it really should be 2 hits, not 3. And if that's too strong then consider making it 1 or 2 time use total. But 3 hits is definitely excessive.

  • @Mikeadatrix said:

    https://forum.deadbydaylight.com/en/discussion/209031/badham-should-not-have-5-separate-maps

    Honestly, I agree. I've always been of the mindset that map priority is stupid and it should sort through realms first, and then if the chosen realm has variations, pick one of those.

    ...That's exactly how it works. If no map offerings are used, every realm has the same chance of being selected. The game picks a random realm, and then a random map within that realm. Priority is only assigned to realms that have recently been released/updated, and only for a few days after the patch that released them. If you got Badham 8 times yesterday (as an example), you just got unlucky.

  • Three possible ways. 1. Make it not a hex. 2. Remove the cooldown. Or 3, increase the effective range. My vote would go to 1.

  • @Nicholas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1778679#Comment_1778679

    Which I call nonsense on! They should have already finalized the details for this event, there's no way that the feedback from just two weeks ago has impacted this Christmas event. They probably had nothing planned again. I don't understand why they don't bring back the lanterns from a few years ago for the Chinese New Year event. I love that event, it was a lot of fun and collecting the lanterns was cool. On the other hand, I look forward to a much better anniversary and Halloween event in 2021. I hope we're blown away by amazing content.

    I personally loved the 4th anniversary event. Finding the crown on all the original characters was really fun, and I was able to farm literally hundreds of double bp gateaux. The loading screen with quotes was also really interesting/pretty/funny. I do hope they bring back the winter themed lobby, though. That was probably the best lobby they ever made.

  • It definitely needs something, but I agree that one-hit downs would be too strong. I don't love the deep wound idea either, because mending is quite boring. My vote would be to add blindness and/or obliviousness, and to make it indefinite, but with restrictions; only one person can be under its effects at any one time, and its effects are removed from afflicted survivors upon being hooked.

  • @StrongWolf85 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1750968#Comment_1750968

    Should you be rewarded for getting yourself hooked before or even shortly after the gens are done? should players be rewarded for other players doing the gens for them? Do survivors really need another crutch perk on top of all of the other crutch perks they have available to make multiple crutch-meta builds (note the plural that killers lack). do survivors need a full health state in addition to their borrowed time, DS, SG, etc. etc. etc. when fresh off the hook?

    the perk allows you to get up when you are downed (second chance) and heals you if you are injured (second chance) AND significantly increases your speed (get's you out of chase all together). on it's own it's a get out of jail free card that is heavily rewarding for playing with only 3 broken and over powered perks instead of 4, it doesn't need to be a free pity-escape as well. As a killer main I'm just patiently waiting for the devs to release a perk called "red carpet" :when 5/4/3 gens are completed the doors automatically open and a red carpet rolls out to guide you to the exit. survivors cannot be hurt while walking the red carpet. seriously this is the direction the game is heading in. worse, the devs have already admitted that the killer perks are intended to direct the survivors to play a certain way, not to primarily benefit the killer but rather to benefit the survivor. It's only a matter of time before killer perks look more like intentional debuffs.

    Most killers who have been playing for a few years would say it's easier to play killer now than at any other point in this game's life. I don't think the premise of your comment really meshes with the reality of the direction that the game is headed.

  • Speeds modifiers are multiplicative.

    Base: 1 charge/sec. 16 charges to finish a heal

    1 charge/sec * .5 (Self Care) * 1.09 (Resilience) * 1.14 (1 stack of Desperate Measures) * 1.33 (Botany Knowledge) = 0.826329 charges/sec. 16 / 0.826329 = 19.36 seconds.

    Edit: According to others, this is incorrect, though I really wonder why they didn't do it this way.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752688#Comment_1752688

    I don't expect anything. I run rancor and DH when I feel like it and I run mori's when I feel like it and there is nothing wrong with either.

    You are great at making assumptions and unrelated accusations without much substance, debate is not your strong point, you should quit while you're behind.

    I won't be replying again as you have demonstrated you are incapable of objective opinion you are here for a tit for tat fight and I have better thinsg to do. Never argue with a fool they are to dumb to understand their own point, let alone yours and you buddy are a fool.

    Mori's and keys are fine people just need to sack up, play the game and stop all the whining.

    Your opinion means very little to me. I'm glad the devs have committed to charging moris and hope you find a different game to suck the fun out of sooner than later.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1752583#Comment_1752583

    You make some assumptions about my game play because I brought a mori, again that is the problem here.

    Check your assumptions. You have assumed my state of mind and my intention and they are both negative perceptions.

    This is what I'm talking about. The game may be competitive but that does not make it inherently malicious, you assume and attribute maliciousness to a mechanic, why I don't know but I'd guess you don't enjoy it so it must be malicious.

    I reckon all killers should have a built in mori after second hook and get rid of ebony mori's all together, it would increase the horror threat of the killer and prevent the one hook mori abuse.

    Now I'm sure most people have one hook mori'd at some point, but I do it usually in response to obnoxious survivor behaviour. I have a tool to improve my game state and I'll use it if necessary. Otherwise its a back up threat to add a lil more horror and some sweet animations to the game.

    The abusive closure of your post kind of highlights my point, you could have objectively responded but you chose to make assumptions and then belittle my post another great example of forum toxicity.

    Players that can't win without moris are objectively bad.

    If you love the animations so much you could easily run Devour or Rancor, two perks that are actually balanced, instead of an auto win, game ruining, mori. I bet you expect people to believe you when you tell them you read Playboy for the articles, too.

  • @pseudechis said:

    https://forum.deadbydaylight.com/en/discussion/comment/1751772#Comment_1751772

    See this is an example of the general bad player base of this game. Mori's can be used obnoxiously but many people don't do that, but we all get lumped together just by bringing one.

    I like the animations, I think they make the killer scary as you can die quickly, I enjoy using them and facing them because the game intensity goes up a notch when they are used. If I get mori'd as a survivor even after one hook I just queue again no big deal.

    To say that I should quit because you can't hack being mori'd is a great example of the kind of game community negativity that really kills the dbd community. I'm sorry mori's upset you but that's a you problem.

    Yes, surely negativity is the reason why the community is toxic, definitely not bad players going out of their way to ruin the game for others by abusing an overpowered game mechanic in order to fulfill their pathetic power fantasies.

    What a bad ######### joke.

  • In general I like the RNG, but dislike the extremes. If they shrunk the range of the possible number of safe pallets while reducing dead zones by populating them with a handful of weak pallets, maps would feel better for both sides, I think.

  • I mean, if they repaired all the gens with only 3 perks, why don't they deserve it?

    Is it frustrating? Sure. But for the most part, if all the gens are done and nobody is dead yet, you weren't going to win anyway...

  • I'd prefer something along the lines of "For each completed generator, gain a token. For each token, lunge duration is permanently increased by 5%, up to a maximum of 25%." Simple, powerful, effective, and consistent.

    Current CdG is too messy. If you need to lunge but don't need the longer lunge right then, tough luck, goodbye token. Then there's also the awkwardness of not really being able to tell how far your lunge will reach, which will be odd to learn seeing as how you are only able to use it 5 times per game, max.

  • The problems I see with survivors being able to break walls are that:

    1) Some walls, when broken, create infinites. Think the fence loop on Badham, or the upstairs window on Dead Dawg that normally leads to a dead end room with 3 breakable walls.

    2) Survivors could grief their team/help the killer by breaking walls that weaken strong windows/loops.

    You might be able to fix 2 by turning the wall into a window (i.e., only remove the top half instead of the whole wall), but that does nothing to fix 1, and may even exacerbate it.

  • Mindbreaker is still pretty bad imo. When I've gone against it I've barely felt it, and sometimes it even helped me by "99"ing my sprint burst for me. Also, even if the survivor can't clear the debuff immediately, if they make it to a pallet/window they may be able to clear it at that point. On the other hand, Sloppy is nearly universally good, as if they choose to heal, it wastes a few seconds every time, and if they don't, you can down/snowball more easily.

  • @douggie123 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1714231#Comment_1714231

    How is it I am just seeing a load of one sided posts from killer and survivor. No talk of balance in many of the posts

    Because you're making a plea for the devs to buff killers (despite it being easier to play killer now than it ever has been), then two sentences later ask them to ignore people who only think about their side. Pick one.

  • The lack of self-awareness from this poster is hilarious and embarrassing.

  • @ReverseVelocity said:

    Honestly, Forced Penance is actually a decent perk. Protection hits are quite common if someone is hook-bombing with Borrowed Time (which happens like every match at least twice). I've had scenarios where I've applied Forced Penance to both the person unhooked and the guy who unhooked them. 80 seconds is actually quite a long time to be broken for.

    It's still quite a niche perk compared to Sloppy Butcher, but I think it's in a good spot.

    If a hook bombing survivor becomes broken, and you down them 5 seconds later (as you usually will), did you really get any value out of the perk? Brokenness aside, it's not like they would've been able to complete a heal in that time, as you're still chasing them, so at that point, why use the perk?

    This perk is structurally flawed; not only are protection hits fairly infrequent, but even less frequent are protection hits that result in the killer gaining anything of value while using this perk. One other benefit of my proposal is that since unhooked survivors become broken (if the killer is more than 32m away), they can't be healed, encouraging the unhooker to take a protection hit for the unhookee if the killer returns, thus feeding the primary effect, as opposed to "herp-a-derp I sure hope these survivors play hyper-altruistically."

  • I'd like them to leave this bug alone for a bit and reassess after players get some experience with it. Even with this bug she's plenty strong and still fairly easy to play so I don't really think she needs "compensation" for it.

  • @troy99 said:

    I don't get the point of punishing players when they're already punished with a depip (if you care about ranks) and no BP. The match might be frustrating, you may feel like leaving to wait for a next game. When killers DC survivors don't mind anyway except for losing their offerings etc.

    I also don't get why do you get banned also for other role, you may wanna play survivor/killer after that but you're also matchmaking banned for that.

    Personally it doesn't discourage me from leaving the match, I'd already leave if I have something else to do or just hopeless about the match. I just wanna move on to the next match. Instead, it makes me not want to play the game. IDK if I'm the only person that thinks that way but yeah, I wonder why it's back. I think it was better without it.

    The real reason is because survivors would abuse disconnecting whenever the wind blew on them too hard. Don't like the killer? DC. Don't like the map? DC. Got downed due to your own incompetence? DC. Essentially ruining the game for the rest of the players in it. Emergencies happen, which is why you can still disconnect at all, but those usually take longer than 5 mins to resolve, so it doesn't punish you too much if it doesn't happen often.

  • @[Deleted User] said:

    Ran a test in a custom game and Haunted Grounds + Undying does still work, chances are your 2 unlit totems are getting cleansed before Haunted Grounds is, since Haunted Grounds requires 2 unlit totems to reset after it's time period of being active, which can also be prevented from respawning if Undying is broken during it.

    As for in a public game test, there's only 1 way to track it and that's bringing Thrill Of The Hunt, however you would need haunted grounds to get broken first for a proper confirmation and those odd's are not great.

    https://forum.deadbydaylight.com/en/discussion/comment/1697521#Comment_1697521

    I would like to know when it's been said to work like this, it's baffling to think there's an exception for one perk, when it cover's all perk's of that type, would be a thing. You would have to class the perk as something over than a Hex at that point.

    Thanks for testing and confirming it, I wasn't sure if I was going crazy or missed totems being cleansed.

  • @Yffriium said:

    https://forum.deadbydaylight.com/en/discussion/comment/1696838#Comment_1696838

    Up the Ante only gives a 3% bonus to Kobe chance. Why did you bump it up from 8% to 17%? Shouldn't it be 11%?

    The perk says it grants 3% luck per other survivor (than you) alive to all survivors. 3% times 3 survivors is 9% luck to all survivors from a single instance of the perk.

  • Not sure what math the guy above me did, but it should be (1 - (1 - kobe rate as a decimal)^(Attempts)) x 100

    • (base) 4% kobe rate, 3 attempts: ~11.5% chance to kobe
    • (with Slippery Meat) 8% kobe rate, 6 attempts: ~39.4% chance to kobe
    • (with Slippery Meat and 1 Up the Ante): 17% kobe rate, 6 attempts: ~67.3% chance to kobe
    • (with Slippery Meat, 1 Up the Ante, and 1 Vigo's Jar): 20% kobe rate, 6 attempts: ~73.8% chance to kobe
    • (with Slippery Meat and 4 Up the Ante): 44% kobe rate, 6 attempts: ~96.9% chance to kobe
    • (with Slippery Meat, 4 Up the Ante, and 4 Vigo's Jars): 56% kobe rate, 6 attempts: ~99.2% chance to kobe

    Is this a new toxic SWF build I smell?

  • @Hex_DemoMain said:

    https://forum.deadbydaylight.com/en/discussion/199132/mindbreaker-is-a-solid-perk-now

    You can walk away and get sprint burst back before a 32 or even 24 meter terror radius killer gets to you in 5 seconds, this is a menial change that doesn't fix the perk at all

    But it pauses active exhaustion timers while a survivor is on a generator, meaning that survivors would have had to do 40 seconds of neither generator repair nor running to get to that point. So either they waste a bunch of time to recover exhaustion or go without their exhaustion perk making the first hit/down easier. Solid either way.

  • They won't if they can't stop playing victim. Same as everyone else.

  • Wraith's should be toned down a little. Hag's is fine though.

  • I mean, for me, hag proper is horribly unfun to go against because 1) the player doesn't have any feedback about triggering traps until it's too late (and I get that this is the point of a trap, but does that make it fun? No.), 2) hag doesn't/shouldn't chase; she just traps, teleports, hits, and repeats, and 3) crouch walking to rescue hooked survivors is boring and obnoxious. Especially if someone is hooked in the basement, and especially if the survivor you just unhooked decides to run, triggering the trap.

    I think they need to make hag unable to place traps as close to hooked survivors as she can now. Other than that, I don't know what they could do to make her less miserable.

  • I don't think it needs a strict hard nerf per se. Only two QoL "nerfs": 1) When a totem is cleansed and respawns, all survivors should be notified and gain the curse status effect. 2) The aura reading starts when a survivor starts to cleanse a totem, not when they just walk near one.

  • Probably early next week.

  • In the event of survivors corrupting every last pool before the plague uses one of them, all will reset after 5s and the plague will automatically gain Corrupt Purge.

  • It sounds... alright on the face of it but it seems like it'd be outclassed by Alert, which doesn't necessarily have a hard limit on how many times it can activate per trial and doesn't require going out of your way to prime it.

  • Not every idea was a hit but there are far more hits than misses. He's right about keys, moris, the devs' priorities being... off at times, which killers/add-ons need buffs/changes most urgently and how, that there are a staggering number of perks that are never seen/used/useful, and on and on.

    If they did all the things on that document, sure there would be problems to fix, but the game would undoubtedly be better off overall than before.

  • How can any reasonable person watch that video and come to the exact opposite understanding of what was discussed?

    On that note, cut the tribalism crap. People on both sides are toxic, because there are always those who will take advantage of fun-ruining game mechanics to be rude on the internet. Get over it. And maybe next time try submitting discussions that aren't so... low effort.

  • I like new Yamaoka. It's brighter, cleaner, easier to see scratches in the new grass, no harder to navigate than any other outdoor map for anyone with half a brain, and has some great unique tiles that both vary in strength and work well with preexisting tile layouts.

  • I'd rather they scrap it and come up with something new than try to buff it. There are too many other perks that do what Gearhead does but better. Or, what it would do, if it didn't rely on: two basic attacks, a timer that you can't control the start of, the randomness of skill checks showing up, AND survivors messing up a great skill check.

    Keep it generator themed, keep it (relatively) simple. Every down, all generators over 50% progress are highlighted for 15 seconds. Like that.

    Upon (trigger condition), (game mechanic or object to be affected) is/are/will be (effect) for (duration). Very few perks need to be more complex than this. Most can be simpler. At the very least, Gearhead needs to be simpler.

  • There is one, but a niche use for an already niche perk. If a killer is running I'm All Ears and it goes off but no aura is shown, the only possibility is a survivor went in a locker. But that's in addition to the noise notification so...

  • You can turn sticky keys off, or change your crouch button to one that doesn't trigger sticky keys.

  • @narf Hard to avoid it by chance when the yellow-glowing generator they need to tap to remove the killer's undetectable is trapped by Dragon's Grip. At the very least if they don't touch it during Dragon's, the killer got minimum 30+ seconds of uninterrupted undetectable.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/comment/1645542#Comment_1645542

    That's only if you're able to, but, yes. If we're talking about a three gen scenario where the killer has Pop, it brings even more exasperation into the mix.

    Regardless of whether you could go search a chest instead and just let the gens regress or whether you could just spin around in circles for 30 seconds because it's Midwich and you have no idea where the other gens are, and it would take you way more than 30 seconds to go find one, it's not a good idea to apply those kinds of Catch-22 choices to generators. Overcharge's design I'm fine with because it gives the survivor one chance to prevent the bad situation from happening. That doesn't exist for the "combo" you mention.

    I definitely see what you mean about it being annoying in a 3 gen, but for what it's worth the cooldown on Dragon's should go a long way towards making the match less exasperation-inducing.

  • @Kind_Lemon said:

    https://forum.deadbydaylight.com/en/discussion/194474/new-trail-of-torment-dragons-grip-now-pair-quite-well

    yeah, but hard choices aren't great balance design when the survivor has no input on it happening in the first place. If a killer tricks a survivor into being in a bad position and then forcing the survivor to make one of two bad choices, that's awesome! When it's a passive that gets applied to the survivors' only objective that they have to do to escape, that's not awesome.

    So, I'm annoyed that the developers are designing things to be that way. It also is the source of major balance issues down the line (see Pop, DS, etc. which all punish the other side for doing something they have to do. With Pop, it's preventing gens from regressing / doing gens. With DS, it's picking up survivors). Haven't you noticed that these "hard choice[s]" when applied to objectives are the source of a lot of the community's anger and stress right now?

    This intersection of the two perks is 100% a bad thing.

    But those aren't the only two choices. The third choice is to find another gen to work on for 30s while Dragon's Grip expires (which leaves Dragon's Grip on cd now) and then come back to disable Trail.

  • @Stinde said:

    I know the developer update came yesterday so we know we're not getting map balancing changes at least in two months, but any info if or when we could be getting the next map balance "package"? @Almo @Peanits ?

    The "graphics updates" aren't just graphics. They made multiple non-graphics changes to the updated maps, including the addition of: breakable walls, gaps between fences, and a handful of new totem and pallet locations. Not as big as that map revamp patch you mentioned, but there aren't nearly as many offending maps now (looking at you, Ormond, Haddonfield, and Hawkins).

    MacMillan maps are next. PTB is next week, hits live servers mid-late Oct.

  • Eh, those are fine touch ups but: one, there are more important things for them to focus on, and two, there's a good chance that fiddling with something unnecessary will introduce bugs. You know the saying: if it ain't broke, don't fix it.

  • @Avarice10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1629653#Comment_1629653

    It's a game, it's not the end of the world if it happens, even with DC bans, people will just suicide on hook, or the killer just gives up and sulks in a corner, it doesn't really change the outcome, if people want to leave they will, be it suicide or dc. If randoms dc'ing bother you so much when you play survivor then start making friends and set up a SWF and get schwifty.

    Exactly, it's a game. If they don't want to play, why should they be able to ruin it for everyone without any repercussions?

    In my experience, people usually have cooled down by the time they're hooked so that they don't kill themselves. Not saying it doesn't happen. But for me the dc penalty was a godsend.

1 … 12 13 14 15 16